attribute vec3 a_posL;
attribute vec2 a_uv; 
varying vec2 v_uv; 
uniform mat4 matrix;
uniform mat4 wvpMatrix;
void main()
{
	vec4 posL = vec4(a_posL, 1.0);
	gl_Position = wvpMatrix*posL;
	v_uv =  a_uv;
}
   